To celebrate the three year anniversary since release, I am publishing some of the work I have done for Crusader Kings III.
I have had the roles of Lead Character Artist and Principal Character Artist in the project. I had responsibility over the character generation system in the game, meaning I created the components that make up the dynamic characters. These include base meshes, rigs, deformation animations, textures, decals, blend shapes and much more.
The game uses a sophisticated genetics system to generate characters and to allow them to inherit appearance from their ancestors. I designed this genetical setup, adding more than 130 genes to control the appearance of facial and body features. The ambition was to build a system that could generate any kind of human appearance using the same base meshes. After much work and many iterations we ended up with a setup that allows us to blend easily and seamlessly between different ethnicities, facial features, ages, body types etc. This is all stored in DNA data for each character, which is passed on to their children in the game.
As a lead artist I also had responsibility for creating the pipelines for accessories like clothes and hair and lead the team that created the many hundreds of assets used by characters in the game. It was a great collaborative effort between the small character art team at Paradox Development Studio and our good friends over at Ringtail Studios.
Having a great interest in history, and especially costume history, it was natural that I also did most of the research and design of how the clothes should look.
Overall for me Crusader Kings III has been, and continues to be, an amazing experience and an opportunity to bring the medieval world to life, which is something I find deeply rewarding.